5 Replies

I think there is no way to cast shadow only on the first hit object for free.

You can simulate it by changing the projector's range dynamically, however, this can cause awkward effects in many cases. If that's ok for you, write a script like below and attach it to the parent GameObject of Blob Shadow Projector.

I haven't been able to try unity in depth yet, but I know photoshop. not sure if this will work, but if you were doing something like that in PS you would create 2 copies of the shadow and cut away the part you dont want showing through the platform.

All right, not sure how much of an answer this is, as I'm not 100% for what you're using. But if you're using a light, I would look into culling masks. You should be able to select what type of object it will project onto. Hope this helps.

Tried that, but it doesn't works in my case. The platforms and the terrain are in the same layer since i need the shadow on both of them. What i really want is the blob shadow showing on platforms, without also going through them.

includes some values specific to my game, but basically the shadow fades in once again instead of being at almost constant strength all the time. Only problem is if you have lots of edges over each other then the shadow will be projected on all of em.. albeit at different strength based on distance, so it sorta is realistic.. as far as blob shadows go...

just use dist >= "your farthest distance value where object is touching surface point blank"